how's the pvp work in tor?
Structured:
Warzones. Queue solo or in groups of up to 4, matches are 8 v 8, teleport in and out. Alderaan (conquest), Voidstar (rush), Huttball (a ball sport). No level divisions, everyone's buffed to 50-equivalent. This may become a problem when a lot of true 50s in high-end gear beyond the scope of autobuff appear, but that's later. Even players in the teens can be helpful, though level 10 (when you can start queueing for these) players are sort of hapless due to lack of skills (not even sprint at that point!). Alderaan and Voidstar are Republic v. Empire; Huttball can be RvR or EvE.
Ilum. Objective-based PvP planet for level 50s.
Outlaw's Den. Free-for-all zone in the Tatooine Desert (everyone is red except your party). Perks for holding.
Unstructured:
Planet structure keeps the factions apart until about level 20, and unlikely to run into each other outside a safe zone until the mid-20s. So even PvP servers won't have early ganking/fighting. After that the faction quests don't usually cross in the regular paths -- though they come close -- but bonus questlines after the main faction world chain do cross. You can go looking for trouble, of course. The usual PvE (choose to flag) vs. PvP server (always flagged) divisions here.
Mechanics:
No death penalty or gear deterioration for PvP deaths. Can respawn either in-place with short run-away-period invisibility or at a nearby med center, so camping is impractical. Applying CC to a player builds up his "resolve bar", and when it's full he's immune to further CC for a while (attempt to prevent stunlocking). High HP pools so you can't ever be one- or two-hit by someone of similar level. PvP gear earned for structured stuff above, which of course is available on all server types. Additional "expertise" stat on PvP gear, which is supposed to give... what, 10% advantage in PvP situations? 5%?